if (self.health <= 0)
return;
- if ((inflictor.realowner == self.realowner) && !autocvar_g_balance_hagar_secondary_load_linkexplode)
- return;
+ float is_linkexplode = ((inflictor.realowner == self.realowner)
+ && ((inflictor.projectiledeathtype & HITTYPE_SECONDARY) && (self.projectiledeathtype & HITTYPE_SECONDARY))
+ && autocvar_g_balance_hagar_secondary_load_linkexplode);
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, is_linkexplode))
+ return; // g_projectiles_damage says to halt
self.health = self.health - damage;
self.angles = vectoangles(self.velocity);
- print(strcat("hagar rocket health ", ftos(self.health), " after ", ftos(damage), " damage... (at time: ", ftos(time), ")\n"));
-
if (self.health <= 0)
W_PrepareExplosionByDamage(attacker, self.think);
}
other = missile; MUTATOR_CALLHOOK(EditProjectile);
}
-.float hagar_loadstep, hagar_loadblock, hagar_loadbeep;
+.float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
void W_Hagar_Attack2_Load_Release (void)
{
// time to release the rockets we've loaded
missile.think = adaptor_think2use_hittype_splash;
missile.nextthink = time + autocvar_g_balance_hagar_secondary_lifetime_min + random() * autocvar_g_balance_hagar_secondary_lifetime_rand;
PROJECTILE_MAKETRIGGER(missile);
- missile.projectiledeathtype = WEP_HAGAR;
+ missile.projectiledeathtype = WEP_HAGAR | HITTYPE_SECONDARY;
setorigin (missile, w_shotorg);
setsize(missile, '0 0 0', '0 0 0');
missile.movetype = MOVETYPE_FLY;
counter = counter + 1;
}
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_load_animtime, w_ready);
self.hagar_loadstep = time + autocvar_g_balance_hagar_secondary_refire * W_WeaponRateFactor();
self.hagar_load = 0;
}
// this is different than WR_CHECKAMMO when it comes to reloading
if(autocvar_g_balance_hagar_reload_ammo)
- enough_ammo = self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+ enough_ammo = self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
else
enough_ammo = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
if(self.hagar_load)
{
+ // play warning sound if we're about to release
+ if((loaded || !enough_ammo) && self.hagar_loadstep - 0.5 < time && autocvar_g_balance_hagar_secondary_load_hold >= 0)
+ {
+ if(!self.hagar_warning && self.hagar_load) // prevents the beep from playing each frame
+ {
+ // we're about to automatically release after holding time, play a beep sound to notify the player
+ sound(self, CH_WEAPON_A, "weapons/hagar_beep.wav", VOL_BASE, ATTN_NORM);
+ self.hagar_warning = TRUE;
+ }
+ }
+
+ // release if player let go of button or if they've held it in too long
if(!self.BUTTON_ATCK2 || ((loaded || !enough_ammo) && self.hagar_loadstep < time && autocvar_g_balance_hagar_secondary_load_hold >= 0))
{
self.weaponentity.state = WS_READY;
else
{
self.hagar_loadbeep = FALSE;
+ self.hagar_warning = FALSE;
}
// we aren't checking ammo during an attack, so we must do it here
if (weapon_prepareattack(0, autocvar_g_balance_hagar_primary_refire))
{
W_Hagar_Attack();
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_hagar_primary_refire, w_ready);
}
}
else if (self.BUTTON_ATCK2 && !loadable_secondary && autocvar_g_balance_hagar_secondary)
if (weapon_prepareattack(1, autocvar_g_balance_hagar_secondary_refire))
{
W_Hagar_Attack2();
- weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_animtime, w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_hagar_secondary_refire, w_ready);
}
}
}
else if (req == WR_CHECKAMMO1)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_primary_ammo;
- ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_primary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_primary_ammo;
return ammo_amount;
}
else if (req == WR_CHECKAMMO2)
{
ammo_amount = self.ammo_rockets >= autocvar_g_balance_hagar_secondary_ammo;
- ammo_amount += self.weapon_load[WEP_HAGAR] >= autocvar_g_balance_hagar_secondary_ammo;
+ ammo_amount += self.(weapon_load[WEP_HAGAR]) >= autocvar_g_balance_hagar_secondary_ammo;
return ammo_amount;
}
else if (req == WR_RESETPLAYER)